May 2018 Update is out!
Posted on May 29th, 2018 10:00 AM EST
[gmod.facepunch.com]
Faceposer, 3rd person animations and HL campaign improvements
View Post[gmod.facepunch.com]
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Faceposer, 3rd person animations and HL campaign improvements
View Post[gmod.facepunch.com]
Changes
- Added "Favourite this server" button to the bottom bar of the main menu when you are on a server
- Eye Poser and Finger Poser Tools can now be used on Effects
- Added vid_sound 1/0 to control sound recording of gm_video (Community Contribution)
- Bone manipulation will now properly affect hit boxes of Players and NPCs
- 3rd person reload animations are now automatically stopped when switching weapons
- Updated default spawnlists: Portal 1, Builder and HL2: Characters categories, added Garry's Mod category. This only affects new players
- Updated some HL2 map icons to be more recognizable
- Changed Toolgun's holdtype from pistol to revolver to match the view model (Community Contribution)
- Bone manipulation now works properly on players
- Improved 3rd person crouching animations to better represent what happens in 1st person
- Medkit Weapon now heals up to max health properly, and lag compensates when used by players (Community Contribution)
- Slightly improved performance of player animations (Community Contribution)
- Updated language files
- Restored functionality of env_wind
- Fixed pick up HUD ( ammo, weapons, etc ) not working properly for some time after HL2 campaign loading screens
- Restored functionality of monster_mortar to fix a crash issue on a Half-Life Source map
- Fixed entities inside player clip brushes not being usable by +use for Half Life Source maps
- Fixed Paint Tool's reload not removing the duplicator entity modifiers (Community Contribution)
- Reduced lag with a very huge amount of Sandbox notifications
- Reduced probability of the game crashing when saving a dupe
- Fixed Half-Life: Source Scientists always having random skins
- Fixed Half-Life: Source Tentacles not dealing damage
- Half-Life: Source Headcrabs no longer break Half-Life 2 Headcrabs and vice versa
- You can now middle mouse click on a slider's knob to reset the slider to its default value
- Faceposer now has a quick filter feature, allowing to quickly search through flexes by name
- Context panel now properly clears itself when targeted entity becomes invalid
- Right clicking a model will no longer break the face on certain models like HWM TF2 models or Alyx
- Clear function of the Faceposer will now properly reset all values to their defaults, so faces are no longer broken
- Faceposer now supports 128 flexes not just 64
- The secondary presets (pictures) no longer occupy 3 rows if only 2 or even 1 row is populated
- Improved the flex list so that the text is not cut off on the bottom
- Flex names are now prettier
- Better placement of the orange ring around the face, so it is no longer in the stomach of certain TF2 models
- Added render.OverrideBlend (replaces render.OverrideBlendFunc)
- Added Entity.GetSequenceMovement
- Added Player.IsSprinting
- Added Vector.Div
- Added Angle.Div & Angle.__div
- Added Angle.Mul
- Added Angle.Add
- Added Angle.Sub
- Added serverlist.AddCurrentServerToFavorites
- Added CanAddServerToFavorites
- Added CreatePhysCollidesFromModel
- Added CNavLadder.GetTop
- Added CNavLadder.GetBottom
- Added CNavLadder.GetWidth
- Added PhysObj.ApplyTorqueCenter
- Added PhysObj.GetShadowPos
- Added PhysObj.GetShadowAngles
- Added PhysObj.GetVelocityAtPoint
- Added PhysObj.SetContents
- Added PhysObj.GetContents
- Added DNumSlider.GetDefaultValue
- Added DNumSlider.SetDefaultValue
- Added DNumSlider.ResetToDefaultValue
- Added navmesh.GetGroundHeight
- Added engine.TickCount
- Added file.Rename, same restrictions as file.Write/file.Open apply
- Added BLENDFUNC enums
- Added game.GetAmmoNPCDamage
- Added game.GetAmmoPlayerDamage
- Added game.GetAmmoForce
- Added game.GetAmmoDamageType
- Added ents.FindAlongRay
- Added TYPE_PHYSCOLLIDE enum
- Added PLAYERANIMEVENT_CANCEL_RELOAD enum
- Implemented DNumSlider.GetText
- Added support for BodyGroups in Sandbox NPC list
- Added ConVar support for plydmg, npcdmg and maxcarry keys of game.AddAmmoType
- Entity.DeleteOnRemove() can no longer remove players or the world
- Fixed a stack overflow in DListView
- Entity.IsRagdoll will attempt to return proper value when the entity is marked for deletion
- render.DrawSphere will no longer draws one less longitude step than specified
- game.CleanUpMap() will no longer crash on LZMA compressed maps
- Fixed util.DecalEx's scale arguments not working
- Fixed util.DecalEx using inverted normal for non brush entities
- Fixed game.AddDecal not precaching added decals resulting in util.DecalMaterial not working as expected in some cases
- Fixed util.DecalEx not working on entities with brush models
- Fixed util.Base64Encode output for 0 and 1 byte inputs
- Fixed Entity.GetAnimInfo not working at all
- Fixed Entity.SetGravity resetting on players when they use ladders
- Player.IsFullyAuthenticated no longer returns the player object in some cases
- Fixed prediction errors caused by using Player.SetHull(Ducked)
- Player.SetAmmo now has proper ammo typeID bounds check, as well as proper max ammo check (0-9999)
- Fixed calling Player.Spawn() on a player inside a vehicle putting the player in an invalid state where NPCs can't see them
- Entity.AddCallback will now error instead of silently failing when given not a function on its 2nd argument
- Vector/Angle.Mul and Div methods now have correct type checking and errors
- util.TableToJSON returns nil unless top-most element is an object or array
- file.Exists and file.IsDir will return false where it used to return nil
- ScriptedEntityType field will now work equally on all entity types
- Added better bounds checking to Entity:GetSequenceActivity
- GetCreator now returns NULL for no creator, instead of nil (Community Contribution)
- IsValid micro optimisation (Community Contribution)
- Improvements to Entity.GetKeyValues() - Vectors actually work now, added support for FIELD_SOUNDNAME and FIELD_EHANDLE
- FL_ANIMDUCKING is now used and set automatically
- Return type consistency for Player.TraceHullAttack, Player.GetObserverTarget, Player.GetRagdollEntity, NPC.GetBlockingEntity, NPC.GIve, Entity.GetRagdollOwner, they now return NULL entity where they used to return nil
- Better/Faster implementations of SortedPairs and similar functions (Community Contribution)
- PrintTable will no longer try to print the table its currently printing (Community Contribution)
- DNumberScratch decimal changes for the pop up window (Community Contribution)
- Added Entity Classname and Index to the "Changing collision rules within a callback is likely to cause crashes!" error message
- Updated .fgd files (for Hammer) to include GMod specific Sandbox key values
- Moved the Map and Source Engine Version text when console is open a bit down so it can be read
- Changed the default value of r_hunkalloclightmaps to 0
- GMPublish now works better with big addons
- Fixed a crash having to do with playing sounds
- Removed game/bin/sdk.fgd, as it was unused and contained non-existent/duplicate entities